using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Imagine;

namespace Carmack
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        SpriteFont  spriteFont;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            base.IsMouseVisible = true;
            Engine.Instance().Ignite( graphics, Content, (int)eRenderLayers.TotalLayers, new Vector2(0,0), true );
            GameManager.Instance().Init();
            //TheScreenManager.Instance().SetScreen( (int)eGameScreens.MenuScreen, eScreenState.DEAD, null );
            TheScreenManager.Instance().SetScreen( (int)eGameScreens.TestScreen, eScreenState.DEAD, null );
            //Add the GamerService for Network functionality
            Components.Add(new GamerServicesComponent(this));
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            Engine.Instance().SpriteBatch = spriteBatch;

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (TheInputManager.Instance().IsKeyDown(Keys.Left))
                Engine.Instance().Camera.Position += new Vector3(-5.0f, 0.0f, 0.0f);

            if (TheInputManager.Instance().IsKeyDown(Keys.Right))
                Engine.Instance().Camera.Position += new Vector3(5.0f, 0.0f, 0.0f);

            if (TheInputManager.Instance().IsKeyDown(Keys.Up))
                Engine.Instance().Camera.Position += new Vector3(0.0f, -5.0f, 0.0f);

            if (TheInputManager.Instance().IsKeyDown(Keys.Down))
                Engine.Instance().Camera.Position += new Vector3(0.0f, 5.0f, 0.0f);

            if (TheInputManager.Instance().IsKeyDown(Keys.PageUp))
            {
                Engine.Instance().Camera.ScaleX += 0.005f;
                Engine.Instance().Camera.ScaleY += 0.005f;
            }
            if (TheInputManager.Instance().IsKeyDown(Keys.PageDown))
            {
                Engine.Instance().Camera.ScaleX -= 0.005f;
                Engine.Instance().Camera.ScaleY -= 0.005f;
            }                

            // TODO: Add your update logic here
            Engine.Instance().Update(gameTime);
            GameManager.Instance().Update(gameTime);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            Engine.Instance().Draw(gameTime);
            base.Draw(gameTime);
        }

    }
}
